Gifu/Source/Animator.swift

110 lines
4.0 KiB
Swift

import UIKit
import ImageIO
import Runes
/// Responsible for storing and updating the frames of a `AnimatableImageView` instance via delegation.
class Animator: NSObject {
/// The animator delegate. Should conform to the `Animatable` protocol.
let delegate: Animatable
/// Maximum duration to increment the frame timer with.
private let maxTimeStep = 1.0
/// The total duration of the GIF image.
private var totalDuration: NSTimeInterval = 0.0
/// An array of animated frames from a single GIF image.
private var animatedFrames = [AnimatedFrame]()
/// The index of the current GIF frame.
private var currentFrameIndex = 0
/// Time elapsed since the last frame change. Used to determine when the frame should be updated.
private var timeSinceLastFrameChange: NSTimeInterval = 0.0
/// A display link that keeps calling the `updateCurrentFrame` method on every screen refresh.
private lazy var displayLink: CADisplayLink = CADisplayLink(target: self, selector: "updateCurrentFrame")
/// The current image frame to show.
var currentFrame: UIImage? {
return frameAtIndex(currentFrameIndex)
}
/// Returns whether the animator is animating.
var isAnimating: Bool {
return !displayLink.paused
}
/// Initializes an animator instance from raw GIF image data and an `Animatable` delegate.
///
/// :param: data The raw GIF image data.
/// :param: delegate An `Animatable` delegate.
required init(data: NSData, delegate: Animatable) {
let imageSource = CGImageSourceCreateWithData(data, nil)
self.delegate = delegate
super.init()
attachDisplayLink()
curry(prepareFrames) <^> imageSource <*> delegate.frame.size
pauseAnimation()
}
// MARK: - Frames
/// Loads the frames from an image source, resizes them, then caches them in `animatedFrames`.
///
/// :param: imageSource The `CGImageSourceRef` image source to extract the frames from.
/// :param: size The size to use for the cached frames.
private func prepareFrames(imageSource: CGImageSourceRef, size: CGSize) {
let numberOfFrames = Int(CGImageSourceGetCount(imageSource))
animatedFrames.reserveCapacity(numberOfFrames)
(animatedFrames, totalDuration) = reduce(0..<numberOfFrames, ([AnimatedFrame](), 0.0)) { accumulator, index in
let accumulatedFrames = accumulator.0
let accumulatedDuration = accumulator.1
let frameDuration = CGImageSourceGIFFrameDuration(imageSource, index)
let frameImageRef = CGImageSourceCreateImageAtIndex(imageSource, UInt(index), nil)
let frame = UIImage(CGImage: frameImageRef)?.resize(size)
let animatedFrame = AnimatedFrame(image: frame, duration: frameDuration)
return (accumulatedFrames + [animatedFrame], accumulatedDuration + frameDuration)
}
}
/// Returns the frame at a particular index.
///
/// :param: index The index of the frame.
/// :returns: An optional image at a given frame.
private func frameAtIndex(index: Int) -> UIImage? {
if index >= animatedFrames.count { return .None }
return animatedFrames[index].image
}
/// Updates the current frame if necessary using the frame timer and the duration of each frame in `animatedFrames`.
///
/// :returns: An optional image at a given frame.
private func updateCurrentFrame() {
if totalDuration == 0 { return }
timeSinceLastFrameChange += min(maxTimeStep, displayLink.duration)
var frameDuration = animatedFrames[currentFrameIndex].duration
if timeSinceLastFrameChange >= frameDuration {
timeSinceLastFrameChange -= frameDuration
currentFrameIndex = ++currentFrameIndex % animatedFrames.count
delegate.layer.setNeedsDisplay()
}
}
// MARK: - Animation
/// Pauses the display link.
func pauseAnimation() {
displayLink.paused = true
}
/// Resumes the display link.
func resumeAnimation() {
if totalDuration > 0 {
displayLink.paused = false
}
}
/// Attaches the dsiplay link.
func attachDisplayLink() {
displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
}